Base Class: Fighter
A Dancing Fighter uses their dexterity and speed to dodge attacks, and stabbing forwards quickly, using reactions and countering attacks instead of doing the attacking themself. These fighters are usually highly dexterous, being quite similar to rogues. However, they usually are more of a fencer set to music.
Musically Enhanced
At 3rd level, you become quite pumped up when you hear a beat. You get a choice of music, and the music gives you a boost.
Jazz: Any creature you attack gets a -2 to AC and DEX saving throws against you.
Drumming: You get a +2 to your AC and DEX for the duration.
Humming: You gain advantage on checks against the frightened condition.
You can change which music pumps you up on a short rest.
Drumming
Drumming: You get a +2 to your AC and DEX for the duration.
Humming
Humming: You gain advantage on checks against the frightened condition.
Jazz
Jazz: Any creature you attack gets a -2 to AC and DEX saving throws against you.
Flamboyance
At level 7, you have a bonus equal to you proficiency bonus to your DEX checks at all times, and a +2 to performance checks when dancing. If you are proficient in a DEX based skill, you may add this on top of the regular proficiency bonus.
Pitch Perfect
At level 10, you are able to match any items resonant frequency, and not only be able to shatter it, (Dealing 30 damage to any inanimate objects) and also mend. (Cast the mending cantrip) This ability can be used once per short rest.
Flourish of Distraction
At 15th level, you may use an action to dance aggressively and distract any creatures which can see you. Until your next turn the targets have disadvantage on perception checks.
Feel the Beat
At 18th level, you may channel the beat in a way that threatens and dazzles your enemies. Once per long rest, you may take an action to shoot raw musical power into someone's psyche, and give them one of many conditions. They must make a wisdom saving throw with a DC of 15 + Your DEX modifier + Your Proficiency bonus. On a success, nothing happens. On a failure, they may either become frightened, stunned, or deafened.
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